The WebGL2RenderContext allows access to WebGL 2 features when OpenGL, OpenGL ES or WebGL is the render context type of the Window, and the current context supports WebGL 2 features.

Using a WebGL context on a desktop platform enables support for cross-platform code that should run on all platforms (when using hardware acceleration), though support for WebGL 2 features are more limited than WebGL, and require an OpenGL ES 3.0 compatible desktop or mobile context.

You can convert from lime.graphics.RenderContext, lime.graphics.OpenGLRenderContext, lime.graphics.OpenGLES3RenderContext or lime.graphics.opengl.GL, and can convert to lime.graphics.WebGLRenderContext directly if desired:

var webgl2:WebGL2RenderContext = window.context;
var webgl2:WebGL2RenderContext = gl;
var webgl2:WebGL2RenderContext = gles3;
var webgl2:WebGL2RenderContext = GL;

var webgl:WebGLRenderContext = webgl2;

Variables

read onlyALPHA:Int

read onlyALPHA_BITS:Int

read onlyALWAYS:Int

read onlyARRAY_BUFFER:Int

read onlyBACK:Int

read onlyBLEND:Int

read onlyBLEND_COLOR:Int

read onlyBLUE_BITS:Int

read onlyBOOL:Int

read onlyBOOL_VEC2:Int

read onlyBOOL_VEC3:Int

read onlyBOOL_VEC4:Int

read onlyBUFFER_SIZE:Int

read onlyBUFFER_USAGE:Int

read onlyBYTE:Int

read onlyCCW:Int

read onlyCOLOR:Int

read onlyCULL_FACE:Int

read onlyCW:Int

read onlyDECR:Int

read onlyDECR_WRAP:Int

read onlyDEPTH:Int

read onlyDEPTH_BITS:Int

read onlyDEPTH_FUNC:Int

read onlyDEPTH_RANGE:Int

read onlyDEPTH_TEST:Int

read onlyDITHER:Int

read onlyDONT_CARE:Int

read onlyDRAW_BUFFER0:Int

read onlyDRAW_BUFFER1:Int

read onlyDRAW_BUFFER2:Int

read onlyDRAW_BUFFER3:Int

read onlyDRAW_BUFFER4:Int

read onlyDRAW_BUFFER5:Int

read onlyDRAW_BUFFER6:Int

read onlyDRAW_BUFFER7:Int

read onlyDRAW_BUFFER8:Int

read onlyDRAW_BUFFER9:Int

read onlyDST_ALPHA:Int

read onlyDST_COLOR:Int

read onlyDYNAMIC_COPY:Int

read onlyDYNAMIC_DRAW:Int

read onlyDYNAMIC_READ:Int

read onlyEQUAL:Int

read onlyFASTEST:Int

read onlyFLOAT:Int

read onlyFLOAT_MAT2:Int

read onlyFLOAT_MAT2x3:Int

read onlyFLOAT_MAT2x4:Int

read onlyFLOAT_MAT3:Int

read onlyFLOAT_MAT3x2:Int

read onlyFLOAT_MAT3x4:Int

read onlyFLOAT_MAT4:Int

read onlyFLOAT_MAT4x2:Int

read onlyFLOAT_MAT4x3:Int

read onlyFLOAT_VEC2:Int

read onlyFLOAT_VEC3:Int

read onlyFLOAT_VEC4:Int

read onlyFRAMEBUFFER:Int

read onlyFRONT:Int

read onlyFRONT_FACE:Int

read onlyFUNC_ADD:Int

read onlyGEQUAL:Int

read onlyGREATER:Int

read onlyGREEN_BITS:Int

read onlyHALF_FLOAT:Int

read onlyHIGH_FLOAT:Int

read onlyHIGH_INT:Int

read onlyINCR:Int

read onlyINCR_WRAP:Int

read onlyINT:Int

read onlyINT_VEC2:Int

read onlyINT_VEC3:Int

read onlyINT_VEC4:Int

read onlyINVALID_ENUM:Int

read onlyINVERT:Int

read onlyKEEP:Int

read onlyLEQUAL:Int

read onlyLESS:Int

read onlyLINEAR:Int

read onlyLINES:Int

read onlyLINE_LOOP:Int

read onlyLINE_STRIP:Int

read onlyLINE_WIDTH:Int

read onlyLINK_STATUS:Int

read onlyLOW_FLOAT:Int

read onlyLOW_INT:Int

read onlyLUMINANCE:Int

read onlyMAX:Int

read onlyMAX_SAMPLES:Int

read onlyMEDIUM_FLOAT:Int

read onlyMEDIUM_INT:Int

read onlyMIN:Int

read onlyNEAREST:Int

read onlyNEVER:Int

read onlyNICEST:Int

read onlyNONE:Int

read onlyNOTEQUAL:Int

read onlyNO_ERROR:Int

read onlyOBJECT_TYPE:Int

read onlyONE:Int

read onlyPOINTS:Int

read onlyQUERY_RESULT:Int

read onlyR16F:Int

read onlyR16I:Int

read onlyR16UI:Int

read onlyR32F:Int

read onlyR32I:Int

read onlyR32UI:Int

read onlyR8:Int

read onlyR8I:Int

read onlyR8UI:Int

read onlyR8_SNORM:Int

read onlyREAD_BUFFER:Int

read onlyRED:Int

read onlyRED_BITS:Int

read onlyRED_INTEGER:Int

read onlyRENDERBUFFER:Int

read onlyRENDERER:Int

read onlyREPEAT:Int

read onlyREPLACE:Int

read onlyRG:Int

read onlyRG16F:Int

read onlyRG16I:Int

read onlyRG16UI:Int

read onlyRG32F:Int

read onlyRG32I:Int

read onlyRG32UI:Int

read onlyRG8:Int

read onlyRG8I:Int

read onlyRG8UI:Int

read onlyRG8_SNORM:Int

read onlyRGB:Int

read onlyRGB10_A2:Int

read onlyRGB10_A2UI:Int

read onlyRGB16F:Int

read onlyRGB16I:Int

read onlyRGB16UI:Int

read onlyRGB32F:Int

read onlyRGB32I:Int

read onlyRGB32UI:Int

read onlyRGB565:Int

read onlyRGB5_A1:Int

read onlyRGB8:Int

read onlyRGB8I:Int

read onlyRGB8UI:Int

read onlyRGB8_SNORM:Int

read onlyRGB9_E5:Int

read onlyRGBA:Int

read onlyRGBA16F:Int

read onlyRGBA16I:Int

read onlyRGBA16UI:Int

read onlyRGBA32F:Int

read onlyRGBA32I:Int

read onlyRGBA32UI:Int

read onlyRGBA4:Int

read onlyRGBA8:Int

read onlyRGBA8I:Int

read onlyRGBA8UI:Int

read onlyRGBA8_SNORM:Int

read onlyRGBA_INTEGER:Int

read onlyRGB_INTEGER:Int

read onlyRG_INTEGER:Int

read onlySAMPLER_2D:Int

read onlySAMPLER_3D:Int

read onlySAMPLER_CUBE:Int

read onlySAMPLES:Int

read onlySCISSOR_BOX:Int

read onlySCISSOR_TEST:Int

read onlySHADER_TYPE:Int

read onlySHORT:Int

read onlySIGNALED:Int

read onlySRC_ALPHA:Int

read onlySRC_COLOR:Int

read onlySRGB:Int

read onlySRGB8:Int

read onlySRGB8_ALPHA8:Int

read onlySTATIC_COPY:Int

read onlySTATIC_DRAW:Int

read onlySTATIC_READ:Int

read onlySTENCIL:Int

read onlySTENCIL_BITS:Int

read onlySTENCIL_FAIL:Int

read onlySTENCIL_FUNC:Int

read onlySTENCIL_REF:Int

read onlySTENCIL_TEST:Int

read onlySTREAM_COPY:Int

read onlySTREAM_DRAW:Int

read onlySTREAM_READ:Int

read onlySYNC_FENCE:Int

read onlySYNC_FLAGS:Int

read onlySYNC_STATUS:Int

read onlyTEXTURE:Int

read onlyTEXTURE0:Int

read onlyTEXTURE1:Int

read onlyTEXTURE10:Int

read onlyTEXTURE11:Int

read onlyTEXTURE12:Int

read onlyTEXTURE13:Int

read onlyTEXTURE14:Int

read onlyTEXTURE15:Int

read onlyTEXTURE16:Int

read onlyTEXTURE17:Int

read onlyTEXTURE18:Int

read onlyTEXTURE19:Int

read onlyTEXTURE2:Int

read onlyTEXTURE20:Int

read onlyTEXTURE21:Int

read onlyTEXTURE22:Int

read onlyTEXTURE23:Int

read onlyTEXTURE24:Int

read onlyTEXTURE25:Int

read onlyTEXTURE26:Int

read onlyTEXTURE27:Int

read onlyTEXTURE28:Int

read onlyTEXTURE29:Int

read onlyTEXTURE3:Int

read onlyTEXTURE30:Int

read onlyTEXTURE31:Int

read onlyTEXTURE4:Int

read onlyTEXTURE5:Int

read onlyTEXTURE6:Int

read onlyTEXTURE7:Int

read onlyTEXTURE8:Int

read onlyTEXTURE9:Int

read onlyTEXTURE_2D:Int

read onlyTEXTURE_3D:Int

read onlyTRIANGLES:Int

read onlyTRIANGLE_FAN:Int

read onlyUNIFORM_SIZE:Int

read onlyUNIFORM_TYPE:Int

read onlyUNSIGNALED:Int

read onlyUNSIGNED_INT:Int

read onlyVENDOR:Int

read onlyVERSION:Int

read onlyVIEWPORT:Int

read onlyWAIT_FAILED:Int

read onlyZERO:Int

Methods

inline activeTexture (texture:Int):Void

inline attachShader (program:GLProgram, shader:GLShader):Void

inline beginQuery (target:Int, query:GLQuery):Void

inline beginTransformFeedback (primitiveNode:Int):Void

inline bindAttribLocation (program:GLProgram, index:Int, name:String):Void

inline bindBuffer (target:Int, buffer:GLBuffer):Void

inline bindBufferBase (target:Int, index:Int, buffer:GLBuffer):Void

inline bindBufferRange (target:Int, index:Int, buffer:GLBuffer, offset:DataPointer, size:Int):Void

inline bindFramebuffer (target:Int, framebuffer:GLFramebuffer):Void

inline bindRenderbuffer (target:Int, renderbuffer:GLRenderbuffer):Void

inline bindSampler (unit:Int, sampler:GLSampler):Void

inline bindTexture (target:Int, texture:GLTexture):Void

inline bindTransformFeedback (target:Int, transformFeedback:GLTransformFeedback):Void

inline blendColor (red:Float, green:Float, blue:Float, alpha:Float):Void

inline blendEquation (mode:Int):Void

inline blendEquationSeparate (modeRGB:Int, modeAlpha:Int):Void

inline blendFunc (sfactor:Int, dfactor:Int):Void

inline blendFuncSeparate (srcRGB:Int, dstRGB:Int, srcAlpha:Int, dstAlpha:Int):Void

inline blitFramebuffer (srcX0:Int, srcY0:Int, srcX1:Int, srcY1:Int, dstX0:Int, dstY0:Int, dstX1:Int, dstY1:Int, mask:Int, filter:Int):Void

bufferData (target:Int, srcData:ArrayBufferView, usage:Int, srcOffset:Int = 0, length:Int = 0):Void

inline bufferSubData (target:Int, offset:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?length:Int):Void

inline clear (mask:Int):Void

inline clearBufferfi (buffer:Int, drawbuffer:Int, depth:Float, stencil:Int):Void

clearBufferfv (buffer:Int, drawbuffer:Int, values:ArrayBufferView, srcOffset:Int = 0):Void

clearBufferiv (buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void

clearBufferuiv (buffer:Int, drawbuffer:Int, values:ArrayBufferView, ?srcOffset:Int):Void

inline clearColor (red:Float, green:Float, blue:Float, alpha:Float):Void

inline clearDepth (depth:Float):Void

inline clearStencil (s:Int):Void

inline clientWaitSync (sync:GLSync, flags:Int, timeout:Int64):Int

inline colorMask (red:Bool, green:Bool, blue:Bool, alpha:Bool):Void

inline compileShader (shader:GLShader):Void

compressedTexImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void

compressedTexImage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void

inline compressedTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void

inline compressedTexSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, depth:Int, format:Int, srcData:ArrayBufferView, srcOffset:Int = 0, ?srcLengthOverride:Int):Void

inline copyBufferSubData (readTarget:Int, writeTarget:Int, readOffset:DataPointer, writeOffset:DataPointer, size:Int):Void

inline copyTexImage2D (target:Int, level:Int, internalformat:Int, x:Int, y:Int, width:Int, height:Int, border:Int):Void

inline copyTexSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, x:Int, y:Int, width:Int, height:Int):Void

inline copyTexSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, x:Int, y:Int, width:Int, height:Int):Void

inline createShader (type:Int):GLShader

inline cullFace (mode:Int):Void

inline deleteBuffer (buffer:GLBuffer):Void

inline deleteFramebuffer (framebuffer:GLFramebuffer):Void

inline deleteProgram (program:GLProgram):Void

inline deleteQuery (query:GLQuery):Void

inline deleteRenderbuffer (renderbuffer:GLRenderbuffer):Void

inline deleteSampler (sampler:GLSampler):Void

inline deleteShader (shader:GLShader):Void

inline deleteSync (sync:GLSync):Void

inline deleteTexture (texture:GLTexture):Void

inline depthFunc (func:Int):Void

inline depthMask (flag:Bool):Void

inline depthRange (zNear:Float, zFar:Float):Void

inline detachShader (program:GLProgram, shader:GLShader):Void

inline disable (cap:Int):Void

inline drawArrays (mode:Int, first:Int, count:Int):Void

inline drawArraysInstanced (mode:Int, first:Int, count:Int, instanceCount:Int):Void

inline drawBuffers (buffers:Array<Int>):Void

inline drawElements (mode:Int, count:Int, type:Int, offset:DataPointer):Void

inline drawElementsInstanced (mode:Int, count:Int, type:Int, offset:DataPointer, instanceCount:Int):Void

inline drawRangeElements (mode:Int, start:Int, end:Int, count:Int, type:Int, offset:DataPointer):Void

inline enable (cap:Int):Void

inline endQuery (target:Int):Void

inline fenceSync (condition:Int, flags:Int):GLSync

inline finish ():Void

inline flush ():Void

inline framebufferRenderbuffer (target:Int, attachment:Int, renderbuffertarget:Int, renderbuffer:GLRenderbuffer):Void

inline framebufferTexture2D (target:Int, attachment:Int, textarget:Int, texture:GLTexture, level:Int):Void

inline framebufferTextureLayer (target:Int, attachment:Int, texture:GLTexture, level:Int, layer:Int):Void

inline frontFace (mode:Int):Void

inline generateMipmap (target:Int):Void

inline getActiveAttrib (program:GLProgram, index:Int):GLActiveInfo

inline getActiveUniform (program:GLProgram, index:Int):GLActiveInfo

inline getActiveUniformBlockName (program:GLProgram, uniformBlockIndex:Int):String

inline getActiveUniformBlockParameter (program:GLProgram, uniformBlockIndex:Int, pname:Int):Dynamic

inline getActiveUniforms (program:GLProgram, uniformIndices:Array<Int>, pname:Int):Dynamic

inline getAttribLocation (program:GLProgram, name:String):Int

inline getBufferParameter (target:Int, pname:Int):Dynamic

inline getBufferSubData (target:Int, srcByteOffset:DataPointer, dstData:ArrayBuffer, srcOffset:Int = 0, ?length:Int):Void

inline getError ():Int

inline getFragDataLocation (program:GLProgram, name:String):Int

inline getFramebufferAttachmentParameter (target:Int, attachment:Int, pname:Int):Dynamic

inline getIndexedParameter (target:Int, index:Int):Dynamic

inline getInternalformatParameter (target:Int, internalformat:Int, pname:Int):Dynamic

inline getParameter (pname:Int):Dynamic

inline getProgramParameter (program:GLProgram, pname:Int):Dynamic

inline getQuery (target:Int, pname:Int):GLQuery

inline getQueryParameter (query:GLQuery, pname:Int):Dynamic

inline getRenderbufferParameter (target:Int, pname:Int):Dynamic

inline getSamplerParameter (sampler:GLSampler, pname:Int):Dynamic

inline getShaderParameter (shader:GLShader, pname:Int):Dynamic

inline getShaderPrecisionFormat (shadertype:Int, precisiontype:Int):GLShaderPrecisionFormat

inline getSyncParameter (sync:GLSync, pname:Int):Dynamic

inline getTexParameter (target:Int, pname:Int):Dynamic

inline getUniform (program:GLProgram, location:GLUniformLocation):Dynamic

inline getUniformBlockIndex (program:GLProgram, uniformBlockName:String):Int

inline getUniformIndices (program:GLProgram, uniformNames:Array<String>):Array<Int>

inline getVertexAttrib (index:Int, pname:Int):Dynamic

inline hint (target:Int, mode:Int):Void

inline invalidateFramebuffer (target:Int, attachments:Array<Int>):Void

inline invalidateSubFramebuffer (target:Int, attachments:Array<Int>, x:Int, y:Int, width:Int, height:Int):Void

inline isBuffer (buffer:GLBuffer):Bool

inline isEnabled (cap:Int):Bool

inline isFramebuffer (framebuffer:GLFramebuffer):Bool

inline isProgram (program:GLProgram):Bool

inline isQuery (query:GLQuery):Bool

inline isRenderbuffer (renderbuffer:GLRenderbuffer):Bool

inline isSampler (sampler:GLSampler):Bool

inline isShader (shader:GLShader):Bool

inline isSync (sync:GLSync):Bool

inline isTexture (texture:GLTexture):Bool

inline isTransformFeedback (transformFeedback:GLTransformFeedback):Bool

inline lineWidth (width:Float):Void

inline linkProgram (program:GLProgram):Void

inline pixelStorei (pname:Int, param:Int):Void

inline polygonOffset (factor:Float, units:Float):Void

inline readBuffer (src:Int):Void

inline readPixels (x:Int, y:Int, width:Int, height:Int, format:Int, type:Int, pixels:ArrayBufferView, dstOffset:Int = 0):Void

inline renderbufferStorage (target:Int, internalformat:Int, width:Int, height:Int):Void

inline renderbufferStorageMultisample (target:Int, samples:Int, internalformat:Int, width:Int, height:Int):Void

inline sampleCoverage (value:Float, invert:Bool):Void

inline samplerParameterf (sampler:GLSampler, pname:Int, param:Float):Void

inline samplerParameteri (sampler:GLSampler, pname:Int, param:Int):Void

inline scissor (x:Int, y:Int, width:Int, height:Int):Void

inline shaderSource (shader:GLShader, source:String):Void

inline stencilFunc (func:Int, ref:Int, mask:Int):Void

inline stencilFuncSeparate (face:Int, func:Int, ref:Int, mask:Int):Void

inline stencilMask (mask:Int):Void

inline stencilMaskSeparate (face:Int, mask:Int):Void

inline stencilOp (fail:Int, zfail:Int, zpass:Int):Void

inline stencilOpSeparate (face:Int, fail:Int, zfail:Int, zpass:Int):Void

inline texImage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, border:Int, format:Int, type:Int, srcData:ArrayBufferView, srcOffset:Int = 0):Void

inline texImage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int, border:Int, format:Int, type:Int, srcData:ArrayBufferView, srcOffset:Int = 0):Void

inline texParameterf (target:Int, pname:Int, param:Float):Void

inline texParameteri (target:Int, pname:Int, param:Int):Void

inline texStorage2D (target:Int, level:Int, internalformat:Int, width:Int, height:Int):Void

inline texStorage3D (target:Int, level:Int, internalformat:Int, width:Int, height:Int, depth:Int):Void

inline texSubImage2D (target:Int, level:Int, xoffset:Int, yoffset:Int, width:Int, height:Int, format:Int, type:Int, srcData:ArrayBufferView, srcOffset:Int = 0):Void

inline texSubImage3D (target:Int, level:Int, xoffset:Int, yoffset:Int, zoffset:Int, width:Int, height:Int, depth:Int, format:Int, type:Int, srcData:ArrayBufferView, srcOffset:Int = 0):Void

inline transformFeedbackVaryings (program:GLProgram, varyings:Array<String>, bufferMode:Int):Void

inline uniform1f (location:GLUniformLocation, v0:Float):Void

inline uniform1fv (location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform1i (location:GLUniformLocation, v0:Int):Void

inline uniform1iv (location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform1ui (location:GLUniformLocation, v0:Int):Void

inline uniform1uiv (location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform2f (location:GLUniformLocation, v0:Float, v1:Float):Void

inline uniform2fv (location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform2i (location:GLUniformLocation, v0:Int, v1:Int):Void

inline uniform2iv (location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform2ui (location:GLUniformLocation, v0:Int, v1:Int):Void

inline uniform2uiv (location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform3f (location:GLUniformLocation, v0:Float, v1:Float, v2:Float):Void

inline uniform3fv (location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform3i (location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void

inline uniform3iv (location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform3ui (location:GLUniformLocation, v0:Int, v1:Int, v2:Int):Void

inline uniform3uiv (location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform4f (location:GLUniformLocation, v0:Float, v1:Float, v2:Float, v3:Float):Void

inline uniform4fv (location:GLUniformLocation, v:Float32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform4i (location:GLUniformLocation, v0:Int, v1:Int, v2:Int, v3:Int):Void

inline uniform4iv (location:GLUniformLocation, v:Int32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniform4ui (location:GLUniformLocation, v0:Int, v1:Int, v2:Int, v3:Int):Void

inline uniform4uiv (location:GLUniformLocation, v:UInt32Array, ?srcOffset:Int, ?srcLength:Int):Void

inline uniformBlockBinding (program:GLProgram, uniformBlockIndex:Int, uniformBlockBinding:Int):Void

uniformMatrix2fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix2x3fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix2x4fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix3fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix3x2fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix3x4fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix4fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix4x2fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

uniformMatrix4x3fv (location:GLUniformLocation, transpose:Bool, v:Float32Array, srcOffset:Int = 0, ?srcLength:Int):Void

inline useProgram (program:GLProgram):Void

inline validateProgram (program:GLProgram):Void

inline vertexAttrib1f (indx:Int, x:Float):Void

inline vertexAttrib1fv (indx:Int, values:DataPointer):Void

inline vertexAttrib2f (indx:Int, x:Float, y:Float):Void

inline vertexAttrib2fv (indx:Int, values:DataPointer):Void

inline vertexAttrib3f (indx:Int, x:Float, y:Float, z:Float):Void

inline vertexAttrib3fv (indx:Int, values:DataPointer):Void

inline vertexAttrib4f (indx:Int, x:Float, y:Float, z:Float, w:Float):Void

inline vertexAttrib4fv (indx:Int, values:DataPointer):Void

inline vertexAttribDivisor (index:Int, divisor:Int):Void

inline vertexAttribI4i (indx:Int, x:Int, y:Int, z:Int, w:Int):Void

inline vertexAttribI4iv (indx:Int, values:DataPointer):Void

inline vertexAttribI4ui (indx:Int, x:Int, y:Int, z:Int, w:Int):Void

inline vertexAttribI4uiv (indx:Int, values:DataPointer):Void

inline vertexAttribIPointer (index:Int, size:Int, type:Int, stride:Int, offset:DataPointer):Void

inline vertexAttribPointer (indx:Int, size:Int, type:Int, normalized:Bool, stride:Int, offset:DataPointer):Void

inline viewport (x:Int, y:Int, width:Int, height:Int):Void

inline waitSync (sync:GLSync, flags:Int, timeout:Int64):Void